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Merge pull request #127 from DragonAura/dev

feat(proto):  add message of all
tags/0.1.0
Shawqeem GitHub 2 years ago
parent
commit
9d58af2055
No known key found for this signature in database GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 21 additions and 10 deletions
  1. +19
    -7
      dependency/proto/Message2Clients.proto
  2. +2
    -3
      dependency/proto/MessageType.proto

+ 19
- 7
dependency/proto/Message2Clients.proto View File

@@ -24,7 +24,10 @@ message MessageOfStudent
int32 radius = 17; // 半径 int32 radius = 17; // 半径
int32 damage = 18; int32 damage = 18;
int32 danger_alert = 19; // 危险警报,在捣蛋鬼靠近时会有预警 int32 danger_alert = 19; // 危险警报,在捣蛋鬼靠近时会有预警
repeated StudentBuffType buff = 20;
int32 score = 20;
int32 treat_progress = 21; // 治疗进度
int32 rescue_progress = 22; // 救援进度
repeated StudentBuffType buff = 23;
} }


message MessageOfTricker message MessageOfTricker
@@ -42,9 +45,7 @@ message MessageOfTricker
int64 player_id = 11; int64 player_id = 11;
int32 view_range = 12; // 视野距离 int32 view_range = 12; // 视野距离
int32 radius = 13; // 半径 int32 radius = 13; // 半径
int32 treat_progress = 14; // 治疗进度
int32 rescue_progress = 15; // 救援进度
repeated TrickerBuffType buff = 16;
repeated TrickerBuffType buff = 14;
} }


message MessageOfBullet message MessageOfBullet
@@ -144,14 +145,25 @@ message MessageOfObj
} }
} }


message MessageOfAll
{
int32 game_time = 1;
int32 subject_left = 2; // 剩余的科目数
int32 student_graduated = 3; // 已经毕业的学生数
int32 student_quited = 4; // 已经退学的学生数
int32 student_score = 5;
int32 tricker_score = 6;
bool gate_opened = 7;
bool hidden_gate_refreshed = 8;
bool hidden_gate_opened = 9;
}

message MessageToClient message MessageToClient
{ {
repeated MessageOfObj obj_message = 1; repeated MessageOfObj obj_message = 1;
MessageOfMap map_message = 2; MessageOfMap map_message = 2;
GameState game_state = 3; GameState game_state = 3;
int32 finished_num = 4; // 完成的科目数
int32 student_score = 5;
int32 tricker_score = 6;
MessageOfAll all_message = 4;
} }


message MoveRes // 如果打算设计撞墙保留平行速度分量,且需要返回值则可用这个(大概没啥用) message MoveRes // 如果打算设计撞墙保留平行速度分量,且需要返回值则可用这个(大概没啥用)


+ 2
- 3
dependency/proto/MessageType.proto View File

@@ -111,7 +111,6 @@ enum GameState
{ {
NULL_GAME_STATE = 0; NULL_GAME_STATE = 0;
GAME_START = 1; GAME_START = 1;
STAGE_1 = 2; // 第一阶段:大门没有开
STAGE_2 = 3; // 第二阶段:大门已经开了
GAME_END = 4;
GAME_RUNNING = 2;
GAME_END = 3;
} }

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